19,298 Commits over 1,614 Days - 0.50cph!
Refactored away the AttachmentPointGroup other occupied points array, allows for editing data at runtime
Subtracting my earlier subtraction
Made a DiplomacyFriendlinessConsideration that scores a relationship from 0-1
Added the consideration to Sleep in Building and Find Shelter in Building so units will be less likely to sleep somewhere not owned by them if the relationship is bad
Player controlled diplomacy now mirrors any relationships that other components have (this might change, still pondering)
removed double sided as couldnt make shadows work with clipping point
Added a Interacted With Building activity
Added a UsedProperty diplomatic event
Added a new diplomacy testbox for easier testing of this stuff
Added a diplomacy check to building interaction, foreign buildings can only be interacted with if the relationship is neutral or hostile
Activities now have a slot for a DiplomaticEvent to trigger, they require Target to be set in the ActivityData to determine the group to assign to
Moved the Attack diplomatic event from the Combat component onto the StartCombat Activity
Tidy up of fields from old system of attachments
merge from UnitAttachments refactor to main
Fixed a couple of checks that weren't working correctly
Fixed Containers on Wearables not parenting objects to their respective wearable object
Added ItemSizes enum for categorization and ItemContainer restrictions
Updated all items
Fixed modal window toggle inputs working when the console is open
UnitAttachments refactor (doesn't compile yet)
Some camera cleanup, direct unit movement control disabled in certain modes
More POI support (optionally use entity name as label)
Added camp POI
Added support POI icon color from entity/group hostility
Refactored some UI colors stuff
Behaviours can optionally define whether or not they trigger an AI cooldown after being used as a player command, applied to a bunch of stuff
Can Hold Item now checks blocked attachment points
Player controller command cooldown only on movement commands
Removed IsSelected condition from idle module
Player controller command cooldown ends early if unit gets attack
Refactored some Command shit to be a bit simpler and reduce amount of code in PlayerController
Added UnitIsSelected condition, added to idle module
PlayerController command cooldown system WIP
Fixed UseTarget not being nulled in InternalReset
Merge from Keep Item Rework
Keep Desire fulfillment if behaviour targetting the use target breaks
renders back facing as black to give solid look to decayed objects
keep desire fulfillment when completing a behaviour
Starting some Diplomacy enhancements:
-Added a new DiplomaticEvent asset type
-Diplomacy component now keeps track of these events
-Component uses these events to determine relationship level and then hostility level
-Exposed an optional diplomatic event to the Attack component that applies an Attacked event when attacking a member of another tribe (this will probably be replaced with an Activity/Trigger in future)
Trying out a change to ItemActionDesire that stores a UseTarget
A keep desire that has a UseTarget will report that the item is still required rather than clearing when the behaviour changes, this solves the firewood collection issue
People should now correctly gather firewood in an appropriate manner
Added all of the modes ever to DistanceConsideration
Might have fixed weather widget lerping in form the top of the screen
Multi-stick gathering for fire WIP
people will now gather more than one stick at a time to add to the fire